Main tiles are inverted :
- Dungeon <-> Temple
- Snow <-> Desert
- Jungle <-> Mushroom
- Crimson <-> Corruption
- Lava -> Honey -> Water -> Lava
- Temple is upside down
- Temple is 5 times bigger
- Rooms are not linear
- Traps not breakable before Golem is beaten
- Few mini temples
- Everything is walled
- Light is dimmer
- Everything is considered as underground or deeper (for spawn purposes)
- Big columns with a world roof (maybe a surface at the space layer)
- Prefix rerolled to be better/worse (during play too)
- Affect character luck (of course)
- More/no pyramids
- More/less rare enemies
- Bigger/smaller and more common/rarer ore veins (also when altar broken)
- Impact biome chests ?
- Everything but the floating blocks can fall if not held
- Worldgen must verified to avoid floating things and some things should be added
- Sneaky (but avoidable) traps (wires, pressure plates and pumps are invisible unless spectre googles are worn)
- Some graveyard
- Few mausoleum
- Dimmer light
- Tombstone and ground below need at least 45%(silver) pickaxe power (cant be blown up) or gravedigger
- Bosses have a ghost attack
Hollow temple (hidden) :
- The temple becomes just one room
- Choose the ore tier (can be both)
- Choose temple/dungeon size modifier
- Choose height of layers
- Edit corruption size